 | cfs modding| CFS I,II,III Discuss cfs modding in the Aviation Gaming forums; Yes, but with the CFS3 export plugin, you can make FLYING teapots! LOL
More seriously, I figured out how to ... |
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11-16-2006, 07:14 AM
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#46 | | Senior Member
Join Date: Nov 2006 Location: La Rochelle, France
Posts: 114
Country: | Yes, but with the CFS3 export plugin, you can make FLYING teapots! LOL
More seriously, I figured out how to edit texture mapping, it's definitely very close from using Max; only thing, it's a bit like going back to Max4 or 5 but no problem. Thinking it over about using the SDK with Max, should it work, source-files would then be in .max format, and any Gmax user couldn't open them then... not a good idea in the end, unless everybody in a given dev' team works with Max.
So I could probably easily modify parts or add new ones, in terms of modelling and texture mapping, on existing models; also make the modelling and texturing jobs on a scratch model, if anybody else can then take care of specifying properties like animation, scratch points and things like that, at least for a while. Cos I would gladly learn all that, but as I said, I'm short of available time, when I can already make modelling and texturing with Gmax.
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11-16-2006, 09:03 AM
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#47 | | Senior Member
Join Date: Oct 2006
Posts: 795
Country: | Well, like I said, as Craig is not wanting to finish his work at the moment - I don't blame him, he tried to do FAR too much - then I need to try to get the source files off him... Could be interesting!
BTW, somewhere I had a screenie of a flight of flying teapots!
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11-16-2006, 09:15 AM
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#48 | | Senior Member
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Country: | What kind of aircraft is it?
One more thing: textures appear properly in Max and its material editor, but in PSP, they look weird, kind of negative image; what do they have as properties?
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11-16-2006, 01:11 PM
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#49 | | Senior Member
Join Date: Oct 2006
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Country: | Well, the D.520 you saw, and then, a Br693 and a Po631, just to begin with - all French, donc c'est pour la Patrie! All need the finishing touches here and there.
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11-16-2006, 02:04 PM
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#50 | | Senior Member
Join Date: Nov 2006 Location: La Rochelle, France
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Country: | Hey! exciting! don't like too much the Br 693; but the D520 and P 631, I do !
Eager to get the source-files and see what I could do. Et vive la France!
Cà me rappelle que j'ai un MS406 à faire au 1/72°, et j'ai un super kit de détaillage métal-résine...
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11-16-2006, 09:45 PM
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#51 | | Senior Member
Join Date: Oct 2005 Location: NEW YORK, NEW YORK
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| ...Thoes are of the few (there were indeed far too 'few') French aircraft I like too. I Have'nt gotten around to reskinning this CFS-2 beauty...  |
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11-17-2006, 02:10 AM
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#52 | | Senior Member
Join Date: Oct 2006
Posts: 795
Country: | Oui, et je suis au milieu du MS406 au 48eme de chez Hobbycraft - pas terrible, mais c4est ce que j'ai pu me trouver!
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11-17-2006, 07:47 AM
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#53 | | Senior Member
Join Date: Nov 2006 Location: La Rochelle, France
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Country: | OK, quand peux-tu m'envoyer les fichiers-sources .gmax que je voie ces bestiaux pour CFS3?
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11-17-2006, 11:45 AM
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#54 | | Senior Member
Join Date: Oct 2006
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Country: | J'attends justement une réponse de la part de Craig, le developer, qui de plus vient de refaire surface.
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11-19-2006, 07:03 AM
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#55 | | Senior Member
Join Date: Nov 2006 Location: La Rochelle, France
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Country: | OK; les matériaux ne comportent jamais de bump texture ou reflection map?
çà m'a surpris en vérifiant. Les bumps (pour les détails de surface en creux ou reliefs) sont faciles à simuler en trompe l'oeil sur les textures diffuses, mais comment est gérée la brillance des vitres?
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11-19-2006, 08:38 AM
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#56 | | Senior Member
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Country: | Er... No idea! (BTW, as this is an Anglophone forum...)
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11-19-2006, 09:13 AM
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#57 | | Senior Member
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Country: | OK; doesn't matter anyway, combat flight sim materials don't have to simulate shininess like in car games; makes things easier at least on that point. On the other hand, there are more animated parts on a game aircraft model than on car models...
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11-19-2006, 10:42 AM
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#58 | | Senior Member
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Country: | Actually, the aircraft have a texture map (_t.dds), a specular map (_s.dds) and some have a reflective map (_r.dds); if you check out the source file for the P-47 that came with the SDK, you'll see what I mean. They'll figure in the materials editor as bmp files, but the filenames are converted to .dds on exporting.
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11-19-2006, 07:25 PM
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#59 | | Senior Member
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Country: | Ok; but no bumps then? too bad it's really what makes structure lines 'alive' but it's rather easy to fake on diffuse textures (as we're used to do with previous flight sims). Ok the conversion to dds is made on export. Yes I was surprised that textures were .tga; pretty heavy for use in a game. Although it is sometimes, for alpha-channel storing. Is there a way to use color-key or alpha-channel with the CFS3 SDK? in other terms, to define 'holes' or grids by using a particular color?
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11-20-2006, 07:09 AM
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#60 | | Senior Member
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Country: | You can use pure black or pure green to define an alpha, and even hand edit it in photoshop, for example. Don't use the photoshop plug-in - go here: MW Graphics The tool is called DXT-BMP, and is very good. You'll need to pick up the separate dll package as well. Check it out!
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